What is UP for rock climbers hanging upside down, when they are chatting on their phone, which points towards the horizon, whilst they live in Australia? ;)
( @Ian... give in to the temptation... ) Thanks Victor, those are some good notes. And I guess some of them will take some time to figure out how to handle them nicely. 1) Ok, right. I'll add that to the list. http://www.pymunk.org/en/latest/_modules/pymunk/vec2d.html#Vec2d.normalize_return_length That's useful because... when you want to keep the length (as a speed), but normalize the vector to be used just as a direction. This would be like normalize_ip in the pygame vector. http://www.pygame.org/docs/ref/math.html#pygame.math.Vector2.normalize_ip 'normalize_ip' currently returns None. So it might be nice to return the length(magnitude) there? 'normalize` returns a copy of the vector. 2) scaling back up from 0 does indeed seem hard. Would it need to be only after it was scaled down? Perhaps adding the last value would be useful. But then, there are many ways a vector can come to be at zero. 3) perhaps some assumption could be used about screen->world coordinates could be baked in. Or some property of the vector, vec2(0, 1).asGL??? -> vec2(0, -1) Swizzle convention? vec2(0, 1).xY -> vec2(0, -1) Not sure really. draw.circle says, "Give me the coordinates in pygame screen coordinates? Please." -> (0, 1) 4) oh yes, draw functions. Very good point. Automatic rounding in the draw functions seem a good idea. I'll include drawing a circle in my example I'm writing, and perhaps modernise circle drawing first. What would a pygame.draw.vector2 look like? draw.vector3? 5) I didn't try benchmarking with pypy. I expect they'll have similar performance to other pygame C types like Rect. Not sure if they have optimized keyword arguments(METH_KEYWORDS), as much as they have METH_NOARGS and METH_VARARGS. I'm going to the pypy sprint in Leysin, and should get a benchmark ready by then. On Thu, Mar 1, 2018 at 10:17 AM, Ian Mallett <i...@geometrian.com> wrote: > On Thu, Mar 1, 2018 at 1:43 AM, Greg Ewing <greg.ew...@canterbury.ac.nz> > wrote: > >> No, no, no. Z points up in real physics! > > > Oh, and I expect "j" is the imaginary unit, "Σ"s can be omitted, gravity > is exactly 10 m/s, without the square, and anyway one can drop units > whenever one feels like it? > ( Must. Resist. Temptation. To. Rant. . . ) >